Game Development Community

Max Robinson's Forum Posts

Thread Post Date Posted
UAV Camera Mounting I would add that in the ::onAdd(%this,%obj) function for the datablock. If you don't have one alread... read more 01/25/2006 (8:28 am)
How do I get my player's position? You can always check to make sure the player being spawned is for the first client ( ClientGroup.get... read more 01/25/2006 (8:16 am)
UAV Camera Mounting If your camera is part of your vehicle model... In the modeling program you are using, you could ... read more 01/24/2006 (5:12 pm)
PlayerModel.setModel is bugged/doesnt work That's tsMesh.cpp. It is loading materials. The ones with loaded materials display black, even... read more 01/21/2006 (1:54 pm)
PlayerModel.setModel is bugged/doesnt work Edit: thought it wasn't loading materials. it is.... read more 01/21/2006 (12:56 pm)
CVS update Don't think so. Hadn't tried it myself, but it would have been an easy fix if that were the case ;)... read more 01/21/2006 (12:53 pm)
PlayerModel.setModel is bugged/doesnt work Reading back through here, I see Azmodeus had the same problem as me. To sum up what I've tested: ... read more 01/21/2006 (12:28 pm)
CVS update Have you guys tried clearing out your font cache?... read more 01/21/2006 (11:43 am)
Possible Explosion Sort Problem Mike/anyone else who fixed it: what in specific did you change? Could this change be applied to ever... read more 01/20/2006 (7:36 pm)
PlayerModel.setModel is bugged/doesnt work Hey Vincent, I've been playing with Erik's version of it for a long time now and it never worked for... read more 01/20/2006 (6:08 pm)
Some TSE Issues The exporter will check in the directory the .max file is in automatically.... read more 01/19/2006 (8:39 am)
Some TSE Issues Number 1 - put a .cfg file (name doesnt matter, just extension) in the directory of the mesh that's ... read more 01/17/2006 (6:28 pm)
Best Way to make Bullet Tracers Oh, I totally forgot. A really leet way to make model-based tracers that don't have that corny pr... read more 01/16/2006 (8:24 pm)
Best Way to make Bullet Tracers Yeah, here it is. Forgot. Or maybe I just wanted to tease you. [url]http://www.garagegames.com/in... read more 01/15/2006 (7:39 pm)
Best Way to make Bullet Tracers Today is your lucky day. Made it a resource. Keep an eye out. But I still suggest the model-wise ... read more 01/15/2006 (2:58 pm)
Best Way to make Bullet Tracers Damn! I've had the resource nearly done for... I guess literally years. edit: I found that ... read more 01/15/2006 (10:17 am)
Hiding in the Shadows You could also cast rays from each lightsource, factor in the attenuation and brightness of the ligh... read more 01/15/2006 (10:05 am)
For those SERIOUS about dynamic sky/clouds Really cool - but the paper is in German.... read more 01/13/2006 (9:44 pm)
Possible Explosion Sort Problem Yeah I've noticed this one with particle emitters on engines. If I remember correctly, it only seeme... read more 01/13/2006 (9:31 pm)
Big waves in TSE? Check http://www.silenthunteriii.com/ Looks like a WW2 submarine sim gme. With a game lik... read more 12/12/2005 (11:32 am)
1.4's DynamicTexture and GUIs Or as a control panel on a custodian or security bot :) Or for making computers in game look a lo... read more 12/05/2005 (11:30 am)
Fog? In general, its traditional to simply use particles to do localized "fog." In the last splinter cell... read more 11/09/2005 (12:53 pm)
Perihperal Vision The distortion itself is actually really nice looking. I think the trick with peripheral vision i... read more 11/06/2005 (1:33 pm)
Doing the unthinkable... Well floating point numbers don't provide a consistent level of accuracy. But +/- 20 million (?) doe... read more 10/25/2005 (8:45 pm)
Big waves in TSE? The shader isn't in the code, you can specify what material you want the waterblock to use. but yeah... read more 10/21/2005 (5:11 pm)
Big waves in TSE? I'd think you could get away with changing the vertex shader alone. There may be issues caused by th... read more 10/19/2005 (10:10 pm)
Big waves in TSE? Ah you're right JC, on the boats. And I guess the water in Nek a bit too. Those do look like vertex ... read more 10/17/2005 (5:35 pm)
Big waves in TSE? Randy, from what I remember off hand EQ2 has flat water, but there is a really big pulsing whiteness... read more 10/16/2005 (6:51 pm)
Screen goes pink Yeah its sort of a controlled recursion. You can adjust the MS timing to make it faster or slower, o... read more 10/08/2005 (11:14 am)
Screen goes pink It'd be in the source, in wheeledVehicle.cpp, though the processTick in vehicle.cpp would also work.... read more 10/07/2005 (11:01 pm)
Distortion effects, the backbuffer, and particles Woot! It looks better in motion. (may have to save it and play) [url=www.echelon5.net/max/explos... read more 10/07/2005 (7:27 pm)
PlayerModel.setModel is bugged/doesnt work Hey Erik! Proof of ownership right here :) (max@echelon5.net)... read more 10/03/2005 (6:58 pm)
SplashData gone? TSE is in some ways modular because of the resources people create and release. It'd be nice if ther... read more 09/21/2005 (12:46 pm)
SplashData gone? I'm guessing you can recreate splash with an animated dts if you were using it in a non-standard fas... read more 09/16/2005 (10:59 am)
Warsparrow sliding backwards The collision problem is not a new thing - a little project of mine involves a lot of aircraft and I... read more 09/06/2005 (12:42 pm)
GFXD3DDevice::project fix Alright, yeah, I was just confused with the GFX->get___Matrix functions. I think I was just passing ... read more 09/05/2005 (7:03 pm)
TSE Bounties Well fxSunLight is working, and whether I was supposed to or not, I uploaded the fix to the bounty p... read more 09/02/2005 (6:19 pm)
I just bought TSE!!! Got it about a week ago, been so busy working with it, havn't bothered checking the forums untill no... read more 08/29/2005 (12:30 pm)
Mip mapping levels occuring too early Yeah, that didn't effect the building at all. We have a huge flat diff that went crazy - at about 1 ... read more 06/17/2005 (3:25 pm)
Vehicles I made them all do a raycast upwards 1000 units and explode (called a function in script, along with... read more 08/08/2004 (1:59 pm)
Complex objects with attached particle systems To make it look good, you'll have to implement something into the engine. Look at how vehicles do pa... read more 06/22/2004 (2:31 pm)
Water problem You may not want fogDistance to be less than your highest fog volume - IE, one of your volumes sets ... read more 06/21/2004 (8:18 pm)
Visibility, ghosting, and scope I did a little radar, but I havnt really worked on it too much, but in mean time I've been thinking.... read more 06/15/2004 (11:43 am)
Fluid joystick trick Interesting. I did joysticks for aircraft, and instead created a separate bunch of functions for con... read more 06/15/2004 (11:37 am)
Can a model crash a video card? Ben I think you are right - using D3D would stop the crash and so did trying it later in the day aft... read more 06/12/2004 (10:13 am)
Gamespeed ? I regularly use the console $timescale = thing to make sure my particle effects and explosions are s... read more 06/11/2004 (5:09 am)
Ideas for resources Thomas, Mostlikely had something like your first idea. He worked on Tribes 2's "construction mod" if... read more 06/10/2004 (8:42 am)
Can a model crash a video card? OpenGL, as it looks the same and runs faster (on my ATI)... read more 06/10/2004 (8:38 am)
Error, no zones found? Should always find root at least. Just in case someone searches... I once had this problem - every time an aircraft would move, the... read more 06/10/2004 (8:18 am)
Gamespeed ? In console: $timescale = ; You can also make functions to do it, however ... read more 06/10/2004 (8:10 am)